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Messages - Streetwalrus
1
« on: April 08, 2020, 05:37:22 am »
Nice project! This reminds me of the time when I tried to build a pokemon clone for the nspire with a few friends. It never went anywhere. Good luck, I hope you'll get further than we did.
2
« on: April 19, 2018, 04:09:58 pm »
Any chance this program has been worked out? i would love to have something like this for my mechanics classes.
Yes it has, if you had read the first few posts you would have noticed that this is a thing.
3
« on: April 15, 2018, 07:52:25 am »
zStart is a wonderful tool as well. It has features such as jump to label and editing archived programs (so you don't have to worry about Axe's builtin backups). It can also reinstall itself and everything else after RAM clears, and has a beta build somewhere with a small font program editor.
4
« on: April 10, 2018, 03:25:49 pm »
This is for PC though.
5
« on: March 26, 2018, 02:06:34 pm »
You need to use the Data command, like so: Data(1,3,0,0,0,0,0,0)->Pic12011 Data(1,4,0,0,0,0,0,0) Data(1,6,0,0,0,0,0,0) Data(1,6,0,0,0,0,0,0) Data(1,8,0,0,0,0,0,0)
See also: http://axe.eeems.ca/Commands.html#dataAndStorageCommands
6
« on: March 26, 2018, 12:02:21 pm »
That's a good explanation of it, thanks for doing my job.
7
« on: March 24, 2018, 02:32:59 pm »
Looking good!
8
« on: March 23, 2018, 03:47:02 pm »
Yes, though that is a constant. You can make that constant a memory location and use it as a pointer, or use it just like Pic*, GDB*, and others.
9
« on: March 23, 2018, 03:44:48 pm »
Do what I told you, it's the best way to do it. Also remember that you can have custom named pointers with °.
10
« on: March 22, 2018, 08:29:12 am »
They're functionally the exact same thing, it's just a matter of semantics. It's the general consensus to use Pic* for sprites and other graphical data, and GDB* for other types of data. But nothing beats using custom names with the ° symbol in terms of readability.
11
« on: March 21, 2018, 03:52:04 pm »
It is an optimization in the way you write code though, as it makes it much easier to manage those sprites with less code.
12
« on: March 21, 2018, 12:25:20 pm »
So the calculator works now? Good to hear.
13
« on: March 21, 2018, 06:14:37 am »
If you don't assign anything to the Pic* pointers, then no memory will be used. If you need a large amount of sprites, you can put them all under the same pointer and index them, since they are all 8 bytes. For example:
[the hex for your first sprite here]→Pic0 [the hex for your second sprite here] [the hex for your third sprite here] [and so on]
Now Pic0 is the first sprite, Pic0+8 is the second sprite, Pic0+16 is the third, etc. This trick is very useful if you need to manage a large number of sprites in an enemy system, as you can just draw any of them with Pt-On(x,y,I*8+Pic0), where I is the enemy's number or whatever else you decide. Also great for tilemapping.
14
« on: March 21, 2018, 06:10:47 am »
You've got a few problems here. The calculator isn't impossible to recover, but you will need to use a serial cable in order to get it back to normal.
15
« on: March 20, 2018, 12:09:59 pm »
Not sure where else to ask this, so I'll be necroposting. You should consider inserting invisible characters in the username for the new post notifications on IRC, that would prevent the bot from highlighting people when they post which I find quite annoying. Back when it was a separate bot, I didn't mind because I could specifically prevent it from highlighting me in my client, but that's not the case anymore.
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